
to support more than 2 UV maps. This code indirectly depended on the order of OpenGL attribute ID's assigned by the OpenGL driver being the same as the attributes being declared in the GLSL shader code, which is not always the case.
259 lines
7.3 KiB
C++
259 lines
7.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "RAS_StorageVBO.h"
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#include "RAS_MeshObject.h"
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#include "GL/glew.h"
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VBO::VBO(RAS_DisplayArray *data, unsigned int indices)
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{
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this->data = data;
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this->size = data->m_vertex.size();
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this->indices = indices;
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this->stride = 32*sizeof(GLfloat); // ATI cards really like 32byte aligned VBOs, so we add a little padding
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// Determine drawmode
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if (data->m_type == data->QUAD)
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this->mode = GL_QUADS;
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else if (data->m_type == data->TRIANGLE)
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this->mode = GL_TRIANGLES;
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else
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this->mode = GL_LINE;
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// Generate Buffers
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glGenBuffersARB(1, &this->ibo);
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glGenBuffersARB(1, &this->vbo_id);
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// Fill the buffers with initial data
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UpdateIndices();
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UpdateData();
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// Establish offsets
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this->vertex_offset = 0;
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this->normal_offset = (void*)(3*sizeof(GLfloat));
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this->tangent_offset = (void*)(6*sizeof(GLfloat));
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this->color_offset = (void*)(10*sizeof(GLfloat));
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this->uv_offset = (void*)(11*sizeof(GLfloat));
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}
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VBO::~VBO()
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{
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glDeleteBuffersARB(1, &this->ibo);
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glDeleteBuffersARB(1, &this->vbo_id);
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}
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void VBO::UpdateData()
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{
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unsigned int i, j, k;
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->vbo_id);
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glBufferData(GL_ARRAY_BUFFER, this->stride*this->size, NULL, GL_STATIC_DRAW);
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// Map the buffer
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GLfloat *vbo_map = (GLfloat*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
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// Gather data
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for (i = 0, j = 0; i < data->m_vertex.size(); i++, j += this->stride/sizeof(GLfloat))
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{
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memcpy(&vbo_map[j], data->m_vertex[i].getXYZ(), sizeof(float)*3);
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memcpy(&vbo_map[j+3], data->m_vertex[i].getNormal(), sizeof(float)*3);
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memcpy(&vbo_map[j+6], data->m_vertex[i].getTangent(), sizeof(float)*4);
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memcpy(&vbo_map[j+10], data->m_vertex[i].getRGBA(), sizeof(char)*4);
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for (k = 0; k < RAS_TexVert::MAX_UNIT; k++)
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memcpy(&vbo_map[j+11+(k*2)], data->m_vertex[i].getUV(k), sizeof(float)*2);
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}
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glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
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}
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void VBO::UpdateIndices()
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{
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int space = data->m_index.size() * sizeof(GLushort);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, this->ibo);
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// Upload Data to VBO
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, space, &data->m_index[0], GL_STATIC_DRAW);
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}
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void VBO::Draw(int texco_num, RAS_IRasterizer::TexCoGen* texco, int attrib_num, RAS_IRasterizer::TexCoGen* attrib, int *attrib_layer, bool multi)
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{
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int unit;
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// Bind buffers
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, this->ibo);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->vbo_id);
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// Vertexes
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, this->stride, this->vertex_offset);
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// Normals
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, this->stride, this->normal_offset);
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// Colors
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, this->stride, this->color_offset);
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if (multi)
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{
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for (unit = 0; unit < texco_num; ++unit)
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{
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glClientActiveTexture(GL_TEXTURE0_ARB + unit);
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switch (texco[unit]) {
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case RAS_IRasterizer::RAS_TEXCO_ORCO:
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case RAS_IRasterizer::RAS_TEXCO_GLOB:
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, this->stride, this->vertex_offset);
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break;
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case RAS_IRasterizer::RAS_TEXCO_UV:
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, this->stride, (void*)((intptr_t)this->uv_offset+(sizeof(GLfloat)*2*unit)));
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break;
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case RAS_IRasterizer::RAS_TEXCO_NORM:
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, this->stride, this->normal_offset);
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break;
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case RAS_IRasterizer::RAS_TEXTANGENT:
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(4, GL_FLOAT, this->stride, this->tangent_offset);
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break;
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default:
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break;
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}
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}
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glClientActiveTextureARB(GL_TEXTURE0_ARB);
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}
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else //TexFace
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{
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glClientActiveTextureARB(GL_TEXTURE0_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, this->stride, this->uv_offset);
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}
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if (GLEW_ARB_vertex_program)
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{
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for (unit = 0; unit < attrib_num; ++unit)
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{
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switch (attrib[unit]) {
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case RAS_IRasterizer::RAS_TEXCO_ORCO:
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case RAS_IRasterizer::RAS_TEXCO_GLOB:
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glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, this->stride, this->vertex_offset);
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glEnableVertexAttribArrayARB(unit);
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break;
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case RAS_IRasterizer::RAS_TEXCO_UV:
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glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, this->stride, (void*)((intptr_t)this->uv_offset+attrib_layer[unit]*sizeof(GLfloat)*2));
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glEnableVertexAttribArrayARB(unit);
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break;
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case RAS_IRasterizer::RAS_TEXCO_NORM:
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glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, stride, this->normal_offset);
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glEnableVertexAttribArrayARB(unit);
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break;
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case RAS_IRasterizer::RAS_TEXTANGENT:
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glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, this->stride, this->tangent_offset);
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glEnableVertexAttribArrayARB(unit);
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break;
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default:
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break;
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}
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}
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}
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glDrawElements(this->mode, this->indices, GL_UNSIGNED_SHORT, 0);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (GLEW_ARB_vertex_program)
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{
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for (int i = 0; i < attrib_num; ++i)
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glDisableVertexAttribArrayARB(i);
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}
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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}
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RAS_StorageVBO::RAS_StorageVBO(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib, int *attrib_layer):
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m_texco_num(texco_num),
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m_attrib_num(attrib_num),
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m_texco(texco),
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m_attrib(attrib),
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m_attrib_layer(attrib_layer)
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{
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}
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RAS_StorageVBO::~RAS_StorageVBO()
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{
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}
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bool RAS_StorageVBO::Init()
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{
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return true;
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}
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void RAS_StorageVBO::Exit()
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{
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m_vbo_lookup.clear();
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}
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void RAS_StorageVBO::IndexPrimitives(RAS_MeshSlot& ms)
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{
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IndexPrimitivesInternal(ms, false);
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}
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void RAS_StorageVBO::IndexPrimitivesMulti(RAS_MeshSlot& ms)
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{
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IndexPrimitivesInternal(ms, true);
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}
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void RAS_StorageVBO::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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{
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RAS_MeshSlot::iterator it;
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VBO *vbo;
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for (ms.begin(it); !ms.end(it); ms.next(it))
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{
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vbo = m_vbo_lookup[it.array];
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if (vbo == 0)
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m_vbo_lookup[it.array] = vbo = new VBO(it.array, it.totindex);
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// Update the vbo
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if (ms.m_mesh->MeshModified())
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{
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vbo->UpdateData();
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}
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vbo->Draw(*m_texco_num, m_texco, *m_attrib_num, m_attrib, m_attrib_layer, multi);
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}
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}
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